A few observations that I hope DT would take into consideration when they decide to further refine the AI:
1) Reading the discussion again there seems to be some consensus about the gunnery accuracy of rookie and regular AI pilot. Would love to hear more thoughts from more sim pilots.
2) (With respect to Treetop 64's comment) It is also my experience that the AI for BnZ planes tend to go into turn fights with slower but more maneuverable opponents. Furthermore, sometimes the high turn rate makes it easier for an AI pilot to to move the nose around for a shot, and this makes for some very interesting (some may say unhistorical results) in many occasions. e.g. Ace Bf-109F Vs novice/regular I-16/LaG-3 (as pointed out above) and Ace late US fighters Vs novice/regular Zeroes.
3) Self-preservation instinct - it was pointed out before that AI may not necessarily want to only retreat when its own plane suffers significant damage. Highly unfavorable tactical situation may also prompt this reaction (as graphically illustrated by major.kudo). This may help address issues of high loss rate in battles - e.g. whole flight wiped out in a fur ball - which is not very often historically since at some point the rest of the flight would retreat. This may apply for bombers as well - if 2/3 of their flight went down and there is no fighter escort - would they still press on to the target?
4) Linked to (2) above is whether AI can be made sophisticated enough to use team tactics. It is admittedly a very difficult task, but if, for example, AI can be made adopting 'Hit and Run' tactics, forming 'Lufbery Circle' or initiating 'Thach Weave' then it would truly take offline battles to a new level.
Of course whether or how DT may adopt this is up to the team, but I hope that discussion here may help stimulate ideas for future patches.
Cheers,
Last edited by ben_wh; 01-26-2014 at 12:39 PM.
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